// Nativer wgpu-3D-Renderer fuer die CAD-Modellsicht. // // Aufbau in Schichten (bewusst getrennt, siehe Feature-Flags in Cargo.toml): // - `types` : serde-only Eingabe (geflachte Waende, Kamera) + Mesh-Ausgabe. // - `mesh` : Wand-Extrusion (Band aus Achse+Dicke, hochgezogen auf Hoehe). // GPU-frei, headless per `cargo test` pruefbar. Kern-Port der // three.js-`ExtrudeGeometry`-Wanderzeugung. // - `math` : Mat4 + Kamera (View/Projektion, Perspektive + Orthografie, // die fuenf Presets) + Orbit-Helfer. Handgerechnet, testbar. // - `shaders` : WGSL-Quelle (View-Projektion + Directional-Light). // - `gpu` : wgpu-Pipeline mit Tiefenpuffer + Backface-Culling (Feature "render"). // - `bin/spike3d` : winit-Fenster mit Orbit-Kamera (Feature "window"). // // Standard-Build (`cargo test`/`cargo build` ohne Features) enthaelt nur die // GPU-freien Schichten und ist damit unabhaengig von einer Display-Session. pub mod math; pub mod mesh; pub mod section; pub mod shaders; pub mod types; #[cfg(feature = "render")] pub mod gpu; // Browser-Bindings (wasm32 + WebGPU), nur mit Feature "web". Setzt "render" voraus // (dieselbe GPU-Schicht wie das native Fenster), fuegt aber KEINE winit-Abhaengigkeit // hinzu — die Canvas dient direkt als wgpu-Surface. Muster: render2d/src/web.rs. #[cfg(feature = "web")] pub mod web; pub use math::{ look_at, orbit_eye, orthographic, perspective, preset_camera, projection_matrix, view_matrix, view_projection, Mat4, }; pub use mesh::{build_model_mesh, build_walls_mesh, extrude_slab, extrude_wall, triangulate}; pub use section::{ cut_section, ComponentKind, ComponentRef, CutPolygon, SectionEdge, SectionOutput, SectionPlane, }; pub use types::{ Camera, CameraPreset, Mesh, Point2, Projection, Rgb, SlabInput, WallInput, FLOATS_PER_VERTEX, }; // --- Tests: Mesh-Erzeugung (Muster wie render2d/tessellate) ------------------- #[cfg(test)] mod tests { use super::mesh::{build_walls_mesh, extrude_wall, INDICES_PER_BOX, VERTS_PER_BOX}; use super::types::{Mesh, WallInput, FLOATS_PER_VERTEX}; /// Bequemer Bau einer achsparallelen Wand entlang +X. fn wall_x(len: f32, thickness: f32, height: f32) -> WallInput { WallInput { start: [0.0, 0.0], end: [len, 0.0], thickness, height, base_elevation: 0.0, color: [0.8, 0.8, 0.8], openings: vec![], } } /// Liest Position + Normale eines Vertex (index i) aus dem interleaved Puffer. fn vert(mesh: &Mesh, i: usize) -> ([f32; 3], [f32; 3]) { let b = i * FLOATS_PER_VERTEX; ( [mesh.verts[b], mesh.verts[b + 1], mesh.verts[b + 2]], [mesh.verts[b + 3], mesh.verts[b + 4], mesh.verts[b + 5]], ) } #[test] fn eine_wand_hat_quader_zaehlung() { // Eine Wand -> ein Quader: 24 Vertices, 36 Indizes (12 Dreiecke). let mesh = build_walls_mesh(&[wall_x(3.0, 0.2, 2.5)]); assert_eq!(mesh.vertex_count(), VERTS_PER_BOX, "24 Vertices je Quader"); assert_eq!(mesh.indices.len(), INDICES_PER_BOX, "36 Indizes je Quader"); assert_eq!(mesh.triangle_count(), 12, "12 Dreiecke je Quader"); // Kein Index zeigt ausserhalb des Puffers. let max_idx = *mesh.indices.iter().max().unwrap(); assert!((max_idx as usize) < mesh.vertex_count()); } #[test] fn mehrere_waende_addieren_sich() { let mesh = build_walls_mesh(&[ wall_x(3.0, 0.2, 2.5), WallInput { start: [3.0, 0.0], end: [3.0, 4.0], thickness: 0.2, height: 2.5, base_elevation: 0.0, color: [0.8, 0.8, 0.8], openings: vec![], }, ]); assert_eq!(mesh.vertex_count(), 2 * VERTS_PER_BOX); assert_eq!(mesh.indices.len(), 2 * INDICES_PER_BOX); } #[test] fn bounding_box_deckt_dicke_laenge_hoehe_ab() { // Wand entlang +X, Laenge 3, Dicke 0.2 -> Band in Z von -0.1..0.1; // Hoehe 2.5 ab Basis 0. world: (x, y=hoehe, z=grundriss.y). let mesh = build_walls_mesh(&[wall_x(3.0, 0.2, 2.5)]); let (min, max) = mesh.bounds(); // X: 0..3 (Achsenlaenge). assert!((min[0] - 0.0).abs() < 1e-5, "min x == 0"); assert!((max[0] - 3.0).abs() < 1e-5, "max x == 3"); // Y: 0..2.5 (Hoehe). assert!((min[1] - 0.0).abs() < 1e-5, "min y == 0"); assert!((max[1] - 2.5).abs() < 1e-5, "max y == 2.5"); // Z: -0.1..0.1 (halbe Dicke je Seite). assert!((min[2] + 0.1).abs() < 1e-5, "min z == -0.1"); assert!((max[2] - 0.1).abs() < 1e-5, "max z == 0.1"); } #[test] fn basis_hoehe_verschiebt_in_y() { let mut w = wall_x(3.0, 0.2, 2.5); w.base_elevation = 3.0; // Obergeschoss. let mesh = build_walls_mesh(&[w]); let (min, max) = mesh.bounds(); assert!((min[1] - 3.0).abs() < 1e-5, "Unterkante auf Basis 3.0"); assert!((max[1] - 5.5).abs() < 1e-5, "Oberkante 3.0 + 2.5"); } #[test] fn deckel_normale_zeigt_nach_oben() { // Der Deckel wird als erstes Quad angehaengt (Vertices 0..3): Normale +Y. let mesh = build_walls_mesh(&[wall_x(3.0, 0.2, 2.5)]); let (_, n0) = vert(&mesh, 0); assert!((n0[0]).abs() < 1e-6); assert!((n0[1] - 1.0).abs() < 1e-6, "Deckel-Normale +Y"); assert!((n0[2]).abs() < 1e-6); } #[test] fn mantel_normalen_zeigen_nach_aussen() { // Wand entlang +X: die +n-Seite liegt bei z=+0.1 (n = leftNormal von +X = // (0,1) im Grundriss -> world +Z), die -n-Seite bei z=-0.1. Fuer JEDE // Mantelflaechen-Normale muss gelten: sie zeigt vom Wand-Zentrum weg. let mesh = build_walls_mesh(&[wall_x(3.0, 0.2, 2.5)]); // Wand-Zentrum in world. let center = [1.5f32, 1.25, 0.0]; // Alle Vertices durchgehen; fuer jede Flaeche muss die Normale eine // positive Komponente in Richtung (Vertex - Zentrum) haben (zeigt raus). let n = mesh.vertex_count(); for i in 0..n { let (p, nor) = vert(&mesh, i); let out = [p[0] - center[0], p[1] - center[1], p[2] - center[2]]; let d = out[0] * nor[0] + out[1] * nor[1] + out[2] * nor[2]; // >= 0: die Normale weist nie ins Innere (Backface-Culling korrekt). assert!( d >= -1e-5, "Vertex {i}: Normale zeigt nach innen (dot={d})" ); } } #[test] fn diagonale_wand_hat_gleiche_zaehlung() { // Auch nicht-achsparallele Waende extrudieren korrekt (nur andere Ecken). let w = WallInput { start: [0.0, 0.0], end: [2.0, 2.0], thickness: 0.3, height: 3.0, base_elevation: 0.0, color: [0.8, 0.8, 0.8], openings: vec![], }; let mut mesh = Mesh::default(); extrude_wall(&mut mesh, &w); assert_eq!(mesh.vertex_count(), VERTS_PER_BOX); // Hoehe deckt Y 0..3 ab. let (min, max) = mesh.bounds(); assert!((min[1]).abs() < 1e-5 && (max[1] - 3.0).abs() < 1e-5); } #[test] fn degenerierte_wand_erzeugt_nichts() { // Start == Ende -> keine Richtung -> uebersprungen (kein Absturz). let w = WallInput { start: [1.0, 1.0], end: [1.0, 1.0], thickness: 0.2, height: 2.5, base_elevation: 0.0, color: [0.8, 0.8, 0.8], openings: vec![], }; let mesh = build_walls_mesh(&[w]); assert_eq!(mesh.vertex_count(), 0); assert!(mesh.indices.is_empty()); } // --- Deckenplatten (extrudierte Polygone) --------------------------------- use super::mesh::{build_model_mesh, extrude_slab, triangulate}; use super::types::SlabInput; /// Quadratischer Decken-Umriss (CCW) mit Kantenlaenge `s`, Ecke im Ursprung. fn square_slab(s: f32, z_bottom: f32, z_top: f32) -> SlabInput { SlabInput { outline: vec![[0.0, 0.0], [s, 0.0], [s, s], [0.0, s]], z_bottom, z_top, color: [0.86, 0.86, 0.88], } } #[test] fn triangulate_quadrat_gibt_zwei_dreiecke() { let tris = triangulate(&[[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0]]); assert_eq!(tris.len(), 6, "Quadrat -> 2 Dreiecke = 6 Indizes"); } #[test] fn triangulate_cw_umriss_ebenfalls_zwei_dreiecke() { // CW-Umriss (negative Flaeche) muss genauso trianguliert werden. let tris = triangulate(&[[0.0, 0.0], [0.0, 1.0], [1.0, 1.0], [1.0, 0.0]]); assert_eq!(tris.len(), 6); } #[test] fn slab_deckel_und_boden_und_mantel() { // Quadratische Platte: Deckel (2 Tri) + Boden (2 Tri) + 4 Mantel-Quads // (je 2 Tri) = 4 + 8 = 12 Dreiecke = 36 Vertices (je Tri eigene Vertices). let mut mesh = Mesh::default(); extrude_slab(&mut mesh, &square_slab(4.0, 2.4, 2.65)); assert_eq!(mesh.triangle_count(), 12, "2+2 Kappen + 8 Mantel"); assert_eq!(mesh.vertex_count(), 36); // Z-Ausdehnung deckt die Deckendicke ab. let (min, max) = mesh.bounds(); assert!((min[1] - 2.4).abs() < 1e-5, "UK 2.4"); assert!((max[1] - 2.65).abs() < 1e-5, "OK 2.65"); } #[test] fn slab_deckel_normale_zeigt_nach_oben_boden_nach_unten() { let mut mesh = Mesh::default(); extrude_slab(&mut mesh, &square_slab(4.0, 0.0, 0.25)); // Fuer jedes Vertex mit y==0.25 (Deckel) muss die Normale +Y sein, fuer // y==0.0 (Boden) −Y. Mantel-Vertices haben n.y ≈ 0. let n = mesh.vertex_count(); for i in 0..n { let b = i * FLOATS_PER_VERTEX; let py = mesh.verts[b + 1]; let ny = mesh.verts[b + 4]; if (py - 0.25).abs() < 1e-6 && (mesh.verts[b + 3]).abs() < 1e-6 && (mesh.verts[b + 5]).abs() < 1e-6 { assert!((ny - 1.0).abs() < 1e-5, "Deckel-Normale +Y"); } } } #[test] fn slab_mantel_normalen_zeigen_nach_aussen() { // Zentriertes Quadrat um den Ursprung: jede Mantel-Normale muss vom // Zentrum weg zeigen. let slab = SlabInput { outline: vec![[-2.0, -2.0], [2.0, -2.0], [2.0, 2.0], [-2.0, 2.0]], z_bottom: 0.0, z_top: 0.3, color: [0.8, 0.8, 0.8], }; let mut mesh = Mesh::default(); extrude_slab(&mut mesh, &slab); let center = [0.0f32, 0.15, 0.0]; let n = mesh.vertex_count(); for i in 0..n { let b = i * FLOATS_PER_VERTEX; let p = [mesh.verts[b], mesh.verts[b + 1], mesh.verts[b + 2]]; let nor = [mesh.verts[b + 3], mesh.verts[b + 4], mesh.verts[b + 5]]; let out = [p[0] - center[0], p[1] - center[1], p[2] - center[2]]; let d = out[0] * nor[0] + out[1] * nor[1] + out[2] * nor[2]; assert!(d >= -1e-4, "Vertex {i}: Normale zeigt nach innen (dot={d})"); } } #[test] fn build_model_mesh_haengt_slabs_an_waende() { let wall = build_walls_mesh(&[wall_x(4.0, 0.2, 2.6)]); let model = build_model_mesh(&[wall_x(4.0, 0.2, 2.6)], &[square_slab(4.0, 2.6, 2.85)]); // Modell = Wand-Vertices + Slab-Vertices. assert_eq!(model.vertex_count(), wall.vertex_count() + 36); assert!(model.indices.len() > wall.indices.len()); } #[test] fn entarteter_slab_erzeugt_nichts() { let mut mesh = Mesh::default(); // <3 Ecken. extrude_slab(&mut mesh, &SlabInput { outline: vec![[0.0, 0.0], [1.0, 0.0]], z_bottom: 0.0, z_top: 0.2, color: [0.8, 0.8, 0.8] }); assert_eq!(mesh.vertex_count(), 0); // Nullhoehe. extrude_slab(&mut mesh, &square_slab(4.0, 2.6, 2.6)); assert_eq!(mesh.vertex_count(), 0); } // --- Kamera / Matrizen ---------------------------------------------------- #[test] fn look_at_setzt_kamera_ins_zentrum() { use super::math::{transform_point, view_matrix}; use super::types::Camera; let cam = Camera { eye: [0.0, 0.0, 5.0], target: [0.0, 0.0, 0.0], up: [0.0, 1.0, 0.0], ..Camera::default() }; let v = view_matrix(&cam); // Das Blickziel (Ursprung) liegt im View-Raum vor der Kamera bei z=-5 // (Kamera schaut entlang -Z). let p = transform_point(&v, [0.0, 0.0, 0.0]); assert!((p[0]).abs() < 1e-5 && (p[1]).abs() < 1e-5); assert!((p[2] + 5.0).abs() < 1e-5, "Ziel bei view-z = -5"); } #[test] fn perspektive_klemmt_z_in_null_bis_eins() { use super::math::{perspective, transform_point}; let m = perspective(60.0_f32.to_radians(), 1.0, 1.0, 100.0); // Punkt auf der Nah-Ebene (view-z = -near) -> clip-z/w == 0. let near = transform_point(&m, [0.0, 0.0, -1.0]); assert!((near[2] / near[3]).abs() < 1e-4, "Nah-Ebene -> z=0"); // Punkt auf der Fern-Ebene (view-z = -far) -> clip-z/w == 1. let far = transform_point(&m, [0.0, 0.0, -100.0]); assert!(((far[2] / far[3]) - 1.0).abs() < 1e-4, "Fern-Ebene -> z=1"); } #[test] fn orbit_eye_haelt_abstand_ein() { use super::math::orbit_eye; let target = [1.0, 0.0, 2.0]; let e = orbit_eye(target, 0.7, 0.4, 10.0); let d = ((e[0] - target[0]).powi(2) + (e[1] - target[1]).powi(2) + (e[2] - target[2]).powi(2)) .sqrt(); assert!((d - 10.0).abs() < 1e-4, "Abstand == dist"); } #[test] fn presets_setzen_projektionsart() { use super::math::preset_camera; use super::types::{CameraPreset, Projection}; let t = [0.0, 0.0, 0.0]; assert_eq!( preset_camera(CameraPreset::Top, t, 10.0).projection, Projection::Orthographic ); assert_eq!( preset_camera(CameraPreset::Front, t, 10.0).projection, Projection::Orthographic ); assert_eq!( preset_camera(CameraPreset::Side, t, 10.0).projection, Projection::Orthographic ); assert_eq!( preset_camera(CameraPreset::Iso, t, 10.0).projection, Projection::Perspective ); assert_eq!( preset_camera(CameraPreset::Persp, t, 10.0).projection, Projection::Perspective ); // Top blickt von oben herab: eye.y > target.y. let top = preset_camera(CameraPreset::Top, t, 10.0); assert!(top.eye[1] > t[1], "Top-Kamera ueber dem Ziel"); } /// Validiert die WGSL-Quelle headless ueber naga (Parser + Validator) — faengt /// Syntax-/Typfehler ohne GPU/Display ab. Nur mit Feature "render", weil naga /// sonst nicht mitgebaut wird (Muster: render2d). #[cfg(feature = "render")] #[test] fn wgsl_quelle_ist_valide() { use naga::valid::{Capabilities, ValidationFlags, Validator}; let src = super::shaders::MESH_WGSL; let module = naga::front::wgsl::parse_str(src) .unwrap_or_else(|e| panic!("mesh: WGSL-Parse-Fehler: {e:?}")); let mut validator = Validator::new(ValidationFlags::all(), Capabilities::all()); validator .validate(&module) .unwrap_or_else(|e| panic!("mesh: WGSL-Validierung fehlgeschlagen: {e:?}")); } }